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Action point allocation is based on the AG stat. Therefore, a character that wishes to keep an enemy on its toes, or claws, needs to have a high Agility in order to have multiple combat moves. Additionally it allows the character to dodge better. It is a critical stat for anyone interested in the more mobile and visceral skills, such as unarmed and small guns. Other skills rely on it, but these have higher values in AG investment. In Fallout Tactics, the Continuous Turn-Based (CTB) style required real-time generation of action points that was based on the character's AG stat.

Contrary to Agility's description in-game, and what the Fallout: New Vegas Official Game Guide states, Agility does not affect run speed. This can easily be proven in-game with a stopwatch, measuring the time it takes to travel a given distance with a 1 Agility and a 10 Agility character (the same time).

If the player character's Agility stat is the most extreme (highest or lowest), Doc Mitchell will either say "Most patients don't get out of bed after being shot and then move like they was in perfect control. You're unusual, I'll say that." (for highest) or "Don't have all of your coordination back yet, it looks like. You should think about doing some rehab." (For lowest)